When Pigs Fly v0.3.1 bugfix update released

I just finished uploading a small update to When Pigs Fly. This update is focused mostly on small bug fixes, but I did add a couple new things. 

- The bomb drop target now pops up a new UI to show you how close to the bullseye your bombs hit. 
- You can now change the units of measure. Press U to cycle through mph and feet, knots and feet, or km/h and meters. 
- Improved joystick support. 

When Pigs Fly Bugfix Update this Sunday

I'll be releasing a bugfix update on Sunday.  I strongly urge all of you to avoid hitting the 'L' key in build mode until the bugfix update is released (including typing in the save dialog).  Here's a rough outline of the changes:


- Landing near the bombing target will no longer award the achievement for landing on the barn.

- Repaired control axis for joystick and gamepad support in standalone versions.

- Fixed issue with hitting 'L' key in build mode loading a craft.

- Fixed issue with time trial GUI not hiding after course finished.​


- GUI to display closest hit on bomb target

- Add ability to switch units on speed and altitude

For people playing in the webplayer version, this update will create a new save file for you (nothing I can do about this unfortunately, its a gamejolt thing).  Don't despair, your designs are not lost!

To get your saved builds back, you’ll need to open your old save file in a text editor, copy the contents, and paste them into the new save file. The necessary files are located here:

Mac OS X: ~/Library/Preferences/Unity/WebPlayerPrefs

Windows: %APPDATA%\Unity\WebPlayerPrefs

When Pigs Fly v0.3 Released!

The 0.3 update is finally here!

Here are some of the new features:

  • Several new parts, including two new engines.
  • Powered hinges! (right click on them in build mode to change movement keys)
  • Water & bouyancy physics
  • Bomb drop target (fly over the target and drop something on it, a secondary camera will appear so you can watch your bombs hit)
  • New spawn locations
  • Explosion effects and physics
  • Symmetry mode (currently doesn’t work with triangles and tractor wheels)
  • Improved flight model and physics
  • Re-targetable camera (left click a part in fly mode to focus on it, click elsewhere to refocus on the pig
  • Tweakable control surfaces - right click on control surfaces in build mode to change how much they deflect (very useful for improving flight characteristics of your designs)
  • Mouse and zoom sensitivity sliders in build menu
  • Reset game button no longer deletes all your designs

There are also several new default designs, including:

  • DiveBomber: a nimble single engine plane with retractable gear that carries two fuel cans as bombs.
  • AmPIGian: an amphibious plane with retractable landing gear.
  • PigCopter: a reasonably well balanced helicopter.
  • TiltJet: a VTOL capable jet with tilting engines.
  • FlyingTractor: well, a flying tractor.

When Pigs Fly Status Update

As many of you are aware, on Thursday I commented that I was having some problems with corrupted scene files and missing prefabs just prior to finalizing When Pigs Fly 0.3.  Unfortunately, what I initially interpreted as corrupted files turned out to be a rapidly dying hard drive in my development machine.  It has now failed completely.

I do have backups, but I've probably lost about a week's worth of work, plus or minus a day or two.  I have a new HDD on the way, so my machine should be back up and running on Monday.  The timing on this is very unfortunate, however, as I have several other commitments this coming week that I cannot break.  

My goal now is to have the update released on Wednesday, July 22. I apologize for the delay, and thank you all for your patience.

When Pigs Fly v0.3 Release Date

Finally done with a spurt of traveling, I'm now back and ready to announce the release date for When Pigs Fly update 0.3.  This update has taken longer than I wanted/expected.  That is in part due to feature creep, as well as my travel schedule.  The biggest delay, though, has been the issues with the Unity webplayer.  As many of you know, Google disabled NPAPI by default in a recent update to Chrome.  NPAPI is necessary for the Unity webplayer to work.  For the time being, it is possible to enable NPAPI, but it will be disabled permanently in September.  

I have been exploring alternatives, including Unity's WebGL export and porting to other engines, but neither are good options in the short term.  0.3 will be released on the same platforms as previous versions.  Chrome users can either use the workaround to re-enable NPAPI, switch to a different browser, or download the native build for their OS (I strongly recommend this option anyway).  Hopefully the WebGL build options will mature quickly.

Anyway, enough doom and gloom.  I think you're all going to love 0.3. There are a TON of upgrades in this version.  It will be released on July 10. Stay tuned in the meantime for some cool previews of what's to come.

Sunday Experiment - Using OpenStreetMap Data to Build Real Roads in When Pigs Fly

A while back I wrote a post on using Voronoi noise to build procedural roads.  Now that I've transitioned to a real-world map, that solution is less than ideal.  The roads in area I've chosen to recreate are pretty simple (and there aren't many in the first place).  If I stuck to just the main roads, I could probably add them all by hand.  As a solo developer, though, time is precious.  This morning I started experimenting with data from OpenStreetMap (which is provided under the ODbL license). 

Screenshot Saturday - New Map, Again!

This week's Screenshot Saturday is all about the new map.  I set out early this week to integrate water into the map, but it wasn't going to quite as simple as it sounds.  Most of the flat areas in the current map are at or below sea level, meaning adding water would fill most valleys entirely.  This was not what I wanted, so I decided it would be easiest to scrap the current map and start from scratch.  Around that same time, it occurred to me that using a real world location would probably be easier and better than anything I could make up.  I tried a bunch of different real-world places (as you'll see in the screenshots below), but finally settled on Grand Teton National Park.  The Tetons fit all of my requirements.  I wanted mountains both for aesthetic reasons and to provide interesting flying challenges.  I wanted large, flat, open areas to provide lots of places for runways and low level flying.  I wanted bodies water large enough to be useful for seaplanes, but not so large that they dominate the map (water is more resource hungry than water).  The very dramatic features of the Tetons also lend themselves very well to the low-poly, low-detail art style.  Finally, since I've been there a few times, I had good photos to base some landmarks on.  Anyway, lets get to the screenshots.